| | The world's premier fan community for Dungeons & Dragons news and more! | | Follow @Morrus
on
Twitter for a small daily free giveaway - a monster, trap, item,
ritual, etc. Something different every day! Plus
news updates and more. |
1st August 2008, 08:15 PM
|
#436 (permalink)
| |
has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Porcelain Doll Porcelain Doll
Tiny Construct
Hit Dice: 3d10 (16 hp)
Initiative: +4
Speed: 15 ft. (3 squares)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +2/-6
Attack: Claw +4 melee (1d4)
Full Attack: 2 claws +4 melee (1d4) and bite -1 melee (1d3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Explosive destruction
Special Qualities: Construct traits, damage reduction 5/bludgeoning, darkvision 60 ft., light-activated, low-light vision
Saves: Fort +1, Ref +5, Will +1
Abilities: Str 10, Dex 18, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary or package (2-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: - A pretty, dark-eyed porcelain doll sits against the wall. As light falls upon it, it springs to life, revealing a mouth filled with knifelike teeth.
Porcelain dolls are constructs most often created for their relatively harmless appearance. They can be shipped as gifts to potential rivals on missions of assassination, or can be found within a child's play area while secretly programmed to serve as a guardian.
A porcelain doll is 3 feet tall and weighs 5 to 10 pounds.
COMBAT
Porcelain dolls attack with vicious teeth and knife-like nails.
Explosive Destruction (Ex): When reduced to 0 hit points, a porcelain doll explodes in a burst of broken porcelain, dealing 2d4 points of piercing damage in a 5-foot radius (Ref DC 11 half). The save DC is Constitution-based.
Light-Activated (Su): A porcelain doll is activated by light. In areas of even shadowy illumination, a china doll functions normally. If exposed to complete darkness, a porcelain doll reverts to an inanimate state, and is treated as an object with hardness 2 and its normal hit points.
CONSTRUCTION
A porcelain doll's body is crafted with fine porcelain and painted with fine tints costing at least 200 gp. Assembling the body requires a DC 18 Craft (pottery) or DC 18 Craft (toymaking) check.
CL 5th; Craft Construct, light, mending, shatter, caster must be at least 5th level; Price 3,200 gp; Cost 1,500 gp + 120 XP.
Originally appeared in Imagine Magazine #21 (1984).
__________________ - Shade Support the Pathfinder RPG. Save the succubus, save the Wheel. "Hairy balls of the Gods!" - Korgoth of Barbaria "I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"
Last edited by Shade; 6th August 2008 at 02:31 PM..
|
| |
4th August 2008, 04:03 PM
|
#437 (permalink)
| |
has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Caterpillar, Giant Converting "Real World" Animals and Vermin Caterpillar, Giant
Huge Vermin
Hit Dice: 13d8+39 (97 hp)
Initiative: +0
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 13 (-2 size, +5 natural), touch 8, flat-footed 13
Base Attack/Grapple: +9/+23
Attack: Bite +13 melee (2d6+9)
Full Attack: Bite +13 melee (2d6+9)
Space/Reach: 15 ft./10 ft.
Special Attacks: Acid spittle
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +11, Ref +4, Will +4
Abilities: Str 22, Dex 11, Con 16, Int —, Wis 11, Cha 2
Skills: Climb +14, Hide +0*, Spot +4
Feats: —
Environment: Temperate forests
Organization: Solitary or cluster (1d6)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 14-26 HD (Huge), 27-39 HD (Gargantuan), 40+ (Colossal)
Level Adjustment: - What appeared to be a large green branch begins to undulate, revaling a mammoth caterpillar.
Giant caterpillars are the larval forms of giant moths. Like their mundane cousins, they come in a variety of colors and appearances, but utilize the basic statistics above.
Some giant caterpillars have been known to associate with giant ants for their mutual protection, communicating via vibrations and pheromes. Formians are known to utilize giant caterpillars as mounts, and tools to aid in construction and destruction.
Because of their great size and appetites, giant caterpillars can become extremely disruptive to farms and creatures who make their homes in trees.
A giant caterpillar is 15 feet long and weighs around 7,000 pounds. Coloration and appearance can vary greatly depending upon habitat.
Combat
Giant caterpillars are non-aggressive, but can defend themselves with a powerful bite or by spitting acid. Some species have developed more deadly defenses (see Variants, below).
Acid Spittle (Ex): Once ever 1d4 rounds, a giant caterpillar may expel a globule of acidic spittle. This requires a ranged touch attack with a maximum range of 40 feet and no range increments, and deals 2d6 points of acid damage.
Skills: A giant caterpillar has a +4 racial bonus on Spot checks, a +8 racial bonus on Climb and Hide checks. A giant caterpillar can always choose to take 10 on Climb checks, even if rushed or threatened. *Because of its camouflage, the Hide bonus increases to +12 when a giant caterpillar is surrounded by foliage.
Variants
Like their non-giant cousins, giant caterpillars come in many varieties. Here are a few possible additional abilities to add.
Cocooning Spittle (Ex): A giant caterpillar with this ability can eject a stream of spittle that hardens on contact, potentially fixing a subject in place and hindering its movement and actions. Using a standard action, the caterpillar makes a ranged touch attack against any foe it can see up to 60 feet away. If it succeeds at the ranged touch attack, the subject makes a grapple check against the cocoon. This is accomplished as if the caterpillar itself were making the grapple check with a competence bonus of +10, for a total check modifier of +33. On a failed check for the subject, the spittle hardens into a partial cocoon, and the victim is treated as if grappled (even though the caterpillar is free to do as it desires). The subject can attempt to break the grapple of the cocoon (or use Escape Artist) each round, making an opposed grapple check against the cocoon (check modifier +33 for the cocoon). Alternatively, the cocoon may be broken with a DC 19 Strength check. The check DC is Constitution-based. This ability replaces the acidic spittle.
Poison Hairs (Ex): Any creature striking a giant caterpillar with hand-held weapons or natural weapons takes 1d4 points of piercing and slashing damage from the caterpillar's spiny bristles. This also exposes the attacker to an injury poison (Fort DC 19, 1d3 Dex/1d3 Dex). Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way. The save DC is Constitution-based. This ability increases the giant caterpillar's CR by 1.
Poison Flesh (Ex): Ingested, Fort DC 19, 1d6 Con/1d6 Con. The save DC is Constitution-based.
Spit Hairs (Ex): Once every 1d4 rounds, this variant may spit a 30-foot cone of millions of tiny, irritating hairs. This attack deals 2d6 points of piercing damage and leaves the victim sickened for 1d4 rounds. A successful DC 19 Reflex save halves the damage and negates the sickened effect. The save DC is Constitution-based. This ability replaces the acidic spittle.
Stench (Ex): When a giant caterpillar is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except giant caterpillars) within 30 feet of a giant caterpillar must succeed on a DC 19 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same giant caterpillar's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. This ability increases the giant caterpillar's CR by 1.
Originally appeared in Adventure Pack I (1987).
__________________ - Shade Support the Pathfinder RPG. Save the succubus, save the Wheel. "Hairy balls of the Gods!" - Korgoth of Barbaria "I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"
Last edited by Shade; 21st August 2008 at 07:34 PM..
|
| |
4th August 2008, 04:33 PM
|
#438 (permalink)
| |
has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Bloodthorn, Arid Converting Monsters from Polyhedron Magazine Bloodthorn, Arid, Three-Tendriled
Large Plant
Hit Dice: 3d8+6 (19 hp)
Initiative: +1
Speed: 5 ft. (1 square)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +2/+8
Attack: Tendril +5 melee (1d6+3)
Full Attack: 3 tendrils +5 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Low-light vision, plant traits, sacrificial parry, tremorsense 60 ft., vulnerability to fire
Saves: Fort +5, Ref +2, Will +1
Abilities: Str 14, Dex 12, Con 15, Int 2, Wis 11, Cha 9
Skills: Listen +3, Spot +3
Feats: Power Attack, Weapon Focus (tendril)
Environment: Warm deserts
Organization: Solitary or patch (2-6)
Challenge Rating: 3
Treasure: 1/10 coins, 1/10 goods, 50% items
Alignment: Always neutral
Advancement: -
Level Adjustment: - Bloodthorn, Arid, Four-Tendriled
Large Plant
Hit Dice: 4d8+8 (26 hp)
Initiative: +1
Speed: 5 ft. (1 square)
Armor Class: 16 (-1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+10
Attack: Tendril +7 melee (1d6+3)
Full Attack: 4 tendrils +7 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Low-light vision, plant traits, sacrificial parry, tremorsense 60 ft., vulnerability to fire
Saves: Fort +6, Ref +2, Will +1
Abilities: Str 16, Dex 12, Con 15, Int 2, Wis 11, Cha 9
Skills: Listen +3, Spot +4
Feats: Power Attack, Weapon Focus (tendril)
Environment: Warm deserts
Organization: Solitary or patch (2-6)
Challenge Rating: 4
Treasure: 1/10 coins, 1/10 goods, 50% items
Alignment: Always neutral
Advancement: -
Level Adjustment: - Bloodthorn, Arid, Five-Tendriled
Large Plant
Hit Dice: 5d8+10 (32 hp)
Initiative: +2
Speed: 5 ft. (1 square)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +3/+10
Attack: Tendril +7 melee (1d6+3)
Full Attack: 5 tendrils +7 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Low-light vision, plant traits, sacrificial parry, tremorsense 60 ft., vulnerability to fire
Saves: Fort +6, Ref +3, Will +1
Abilities: Str 16, Dex 14, Con 15, Int 2, Wis 11, Cha 9
Skills: Listen +4, Spot +4
Feats: Power Attack, Weapon Focus (tendril)
Environment: Warm deserts
Organization: Solitary or patch (2-6)
Challenge Rating: 5
Treasure: 1/10 coins, 1/10 goods, 50% items
Alignment: Always neutral
Advancement: -
Level Adjustment: - Bloodthorn, Arid, Six-Tendriled
Large Plant
Hit Dice: 6d8+12 (39 hp)
Initiative: +6
Speed: 5 ft. (1 square)
Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+12
Attack: Tendril +9 melee (1d6+4)
Full Attack: 6 tendrils +9 melee (1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Low-light vision, plant traits, sacrificial parry, tremorsense 60 ft., vulnerability to fire
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 18, Dex 14, Con 15, Int 2, Wis 11, Cha 9
Skills: Listen +4, Spot +5
Feats: Improved Initiative, Power Attack, Weapon Focus (tendril)
Environment: Warm deserts
Organization: Solitary or patch (2-6)
Challenge Rating: 6
Treasure: 1/10 coins, 1/10 goods, 50% items
Alignment: Always neutral
Advancement: -
Level Adjustment: - Bloodthorn, Arid, Seven-Tendriled
Large Plant
Hit Dice: 7d8+14 (45 hp)
Initiative: +6
Speed: 5 ft. (1 square)
Armor Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +5/+13
Attack: Tendril +10 melee (1d6+4)
Full Attack: 7 tendrils +10 melee (1d6+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Low-light vision, plant traits, sacrificial parry, tremorsense 60 ft., vulnerability to fire
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 18, Dex 14, Con 15, Int 2, Wis 11, Cha 9
Skills: Listen +5, Spot +4
Feats: Improved Initiative, Power Attack, Weapon Focus (tendril)
Environment: Warm deserts
Organization: Solitary or patch (2-6)
Challenge Rating: 7
Treasure: 1/10 coins, 1/10 goods, 50% items
Alignment: Always neutral
Advancement: -
Level Adjustment: - Bloodthorn, Arid, Eight-Tendriled
Large Plant
Hit Dice: 8d8+16 (52 hp)
Initiative: +6
Speed: 5 ft. (1 square)
Armor Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Tendril +12 melee (1d6+5)
Full Attack: 8 tendrils +12 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Blood drain, improved grab
Special Qualities: Low-light vision, plant traits, sacrificial parry, tremorsense 60 ft., vulnerability to fire
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 20, Dex 14, Con 15, Int 2, Wis 11, Cha 9
Skills: Listen +5, Spot +5
Feats: Improved Initiative, Power Attack, Weapon Focus (tendril)
Environment: Warm deserts
Organization: Solitary or patch (2-6)
Challenge Rating: 8
Treasure: 1/10 coins, 1/10 goods, 50% items
Alignment: Always neutral
Advancement: -
Level Adjustment: - A tough, wiry patch of briars with dull black bark sprouts from the dry ground. Its long vines appear dry and dessicated, but lush red berries dot small-bladed leaves at its base.
The bloodthorn of Jakandor is similar to the bloodthorns of other worlds, but is far less lush and a bit more dangerous. Although its berries look inviting, they have a bitter taste.
Arid bloodthorns feed upon the blood of other creatures, feeding primarily on small animals and birds. An opportunistic predator, the plant is not afraid to attack larger prey that comes within reach.
A mature plant consists of a base about 10 feet long with several clumps of small-bladed leaves and lush, red berries. Thorny vines extend to 10 feet.
COMBAT
An arid bloodthorn lies still until warm-blooded prey approaches, then lashes out with its tendrils, extending its thorns to their full three inches. Once it impales prey with its thorns, it begins to drain blood from the victim. An arid bloodthorn has a strong sense of self-preservation, sacrficing its tendrils if necessary to protect its base.
Arid bloodthorns generally fight to the death, but they especially dislike fire, recoiling and attempting to flee if able.
To sever a tendril, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at an arid bloodthorn’s tendrils from any position in which he could strike at the arid bloodthorn itself, because the arid bloodthorn’s tendrils writhe and whip about in combat. An opponent can ready an action to attempt to sunder a arid bloodthorn’s tendril when the creature lashes out at him. Each of a arid bloodthorn’s tendrils has hit points equal to the creature’s full normal hit point total, divided by its original number of tendrils. Losing a tendril deals damage to the body equal to half the tendril’s full normal hit points. A natural reflex seals the vine shut. An arid bloodthorn can no longer attack with a severed tendrils but takes no other penalties. An arid bloodthorn can regrow a severed tendril in 1d4 days.
Any attack that is not (or cannot be) an attempt to sunder a tendril affects the body. Targeted magical effects cannot sever a arid bloodthorn’s tendrils (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.
Blood Drain (Ex): If an arid bloodthorn grabs an opponent, it begins draining blood. It deals 1d4 points of Constitution damage with each successful grapple check. If the opponent wins a grapple check, one of the bloodthorn's tentacles comes loose from the opponent's body. The resulting wound continues to lose blood for 1 additional round.
The thorns of a severed vine still drain blood until the whole vine is carefully detached from a victim - a process that requires one full round and deals 1d4+2 points of damage to the victim. A successful Heal check (DC 13 for three-tendriled bloodthorns; DC 14 for four- and five-tendriled bloodthorns; DC 15 for six- and seven-tendriled bloodthorns; and DC 16 for eight-tendriled bloodthorns) removes the thorns without damaging the victim. The check DC is Constitution-based.
Improved Grab (Ex): If an arid bloodthorn hits an opponent that is at least one size category smaller than itself with a tendril attack, it deals normal damage for each tendril and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can use its blood drain ability. Thereafter, the bloodthorn has the option to conduct the grapple normally, or simply use a tendril to hold the opponent (-20 penalty on grapple check, but the bloodthorn is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals tendril damage and drains blood.
Sacrificial Parry (Ex): As an immediate action, a bloodthorn can move one of its tendrils to intercept an attack intended for its body. To do so, the bloodthorn makes a tendril attack roll; if that roll exceeds its opponents attack check, all damage is dealt to the tendril rather than the body. Otherwise, damage is dealt to the body as usual.
Planar Bloodthorns
Bloodthorns are also found on various outer planes, and are fairly common among barren regions of the Abyss, Carceri, the Outlands, and Pandemonium. These bloodthorns gain the Extraplanar subtype, and have developed tougher bark and vines due to the more extreme conditions (resulting in a +1 greater natural armor bonus than the statistics above).
Originally appeared in Jakandor, Land of Legend (1998).
__________________ - Shade Support the Pathfinder RPG. Save the succubus, save the Wheel. "Hairy balls of the Gods!" - Korgoth of Barbaria "I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"
Last edited by Shade; 17th September 2008 at 04:25 PM..
|
| |
4th August 2008, 05:45 PM
|
#439 (permalink)
| |
has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Dinosaur, Dinicthys Converting prehistoric animals Dinosaur, Dinicthys
Huge Animal (Aquatic)
Hit Dice: 10d8+50 (95 hp)
Initiative: +3
Speed: Swim 40 ft. (12 squares)
Armor Class: 22 (-2 size, -1 Dex, +15 natural), touch 7, flat-footed 22
Base Attack/Grapple: +7/+23
Attack: Bite +13 melee (3d6+12)
Full Attack: Bite +13 melee (3d6+12)
Space/Reach: 15 ft./10 ft.
Special Abilities: Augmented critical, improved grab, swallow whole, vortex maw
Special Qualities: Low-light vision
Saves: Fort +12, Ref +6, Will +5
Abilities: Str 26, Dex 8, Con 21, Int 1, Wis 14, Cha 2
Skills: Move Silently +9, Spot +8, Swim +16
Feats: Endurance, Improved Initiative, Power Attack, Skill Focus (Move Silently)
Environment: Warm aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-20 HD (Huge), 21-30 HD (Gargantuan) This massive fish is entirely covered with huge bony plates, which extend over its jaws to form a horny beak.
The dinicthys is a fish out of history, one whose species is only slightly younger than the evolution of jaws.
A dinicthys is around 30 feet long, but they grow throughout their lives, resulting in some frightfully huge specimens. Although driven into extinction in most areas by the faster and keener-sensed sharks, dinicthys thrive in warm costal waters. They are capable of living in much shallower water than sharks even of smaller sizes, and feed on fish and animals venturing into their territories- including humanoids.
COMBAT
In combat, a dinicthys grabs an unsuspecting prey item and either swallows it or rips it into bloody chunks. Its bite is as powerful as that of a tyrannosaurus, and can shear through steel.
Augmented Critical (Ex): A dinicthys's bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.
Improved Grab (Ex): In order to use this ability, a dinicthys must hit with a bite attack. If it hits, it can make a grapple check as a free action without provoking an attack of opportunity. If it gets a hold, it deals automatic bite damage each round and can swallow its opponent whole.
Swallow Whole (Ex): By making a successful grapple check, a dinicthys may swallow a held foe at least one size smaller than itself whole. Once swallowed, a victim takes 2d8+8 points of bludgeoning damage plus 8 acid damage every round until it escapes or dies. A successful grapple check allows the creature to climb out of the stomach and into the dinicthys’s mouth, where another grapple check is required to get free. Alternatively, the swallowed creature can escape by cutting its way out with either claws or a light slashing or piecing weapon. Dealing at least 30 points of damage (AC 13) in this fashion allows the creature to escape. Once a single swallowed creature exits, muscular action closes the whole; another swallowed creature must cut its way out as well. A dinicthys’s stomach can hold 2 Medium-sized, 8 Small, 32 Tiny or 128 Diminutive or smaller creatures.
Vortex Maw (Ex): A dinicthys can open its mouth so quickly that it creates a powerful suction. All creatures within a 30-foot cone must make Strength checks opposed by the dinicthys's Strength check (+16 for a standard dinicthys), with the same modifiers as a bull rush. If the dinicthys beats a creature's Strength check result, it pulls the victim 5 feet closer to its jaws. For each 5 points by which its check result is greater than a victim's check result, the dinicthys pulls the victim an additional 5 feet closer. The victim provokes attacks of opportunity if it is moved.
Skills: A dinicthys has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Originally appeared in Monster Manual (1977).
__________________ - Shade Support the Pathfinder RPG. Save the succubus, save the Wheel. "Hairy balls of the Gods!" - Korgoth of Barbaria "I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"
Last edited by Shade; 19th August 2008 at 08:47 PM..
|
| |
5th August 2008, 08:40 PM
|
#440 (permalink)
| |
has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Ch'ing Shih (template) A livid corpse with baleful red eyes moves with surprising agility and power.
A ch'ing shih is a form of vampire. Rather than draining blood, it kills the living with its venemous breath and unnatural fury.
Ch'ing shih arise when a body is not given the proper funeral rites, allowing the darker side of the soul to animate the body.
A ch'ing shih speaks any languages it knew in life.
Creating A Ch'ing Shih
"Ch'ing shih" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the "base creature"). A ch'ing shih uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Armor Class: A ch'ing shih has a +6 natural armor bonus or the base creature’s natural armor bonus, whichever is better.
Attacks: A ch'ing shih retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A creature with hands gains one claw attack per hand; the ch'ing shih can strike with each of its claw attacks at its full attack bonus.
Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the ch'ing shih's size. (If the base creature already had claw attacks with its hands, use the ch'ing shih claw damage only if it’s better.)
Size / Damage
Diminutive or Fine / 1
Tiny / 1d2
Small / 1d3
Medium / 1d4
Large / 1d6
Huge / 1d8
Gargantuan / 2d6
Colossal / 2d8
Special Attacks: A ch'ing shih retains all special attacks of the base creature and gains the special attacks described below. The DC of the saving throw for any of its special attacks is equal to 10 + ½ ch'ing shih's HD + ch'ing shih's Cha modifier.
Breath Weapon (Su): Once every 1d4 rounds, a ch'ing shih may breath a 10-foot cone of contact poison. Fortitude negates, inital damage 1d6 Con, secondary damage 1d6 Con.
Fury of the Grave (Ex): Once per day, as a swift action, a ch'ing shih can fly into a berserk fury. During this fury, the ch'ing shih temporarily gains a +8 bonus to Strength, a +2 morale bonus on Will saves, and the unholy toughness ability (which grants the ch'ing shih a bonus to its hit points equal to its Charisma modifier x its Hit Dice, but these hit points go away at the end of the fury. (These extra hit points are not lost first the way temporary hit points are.) While in a fury, a ch'ing shih cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. It can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fury lasts for a number of rounds equal to 3 + the ch'ing shih's Charisma modifier. A ch'ing shih may prematurely end its fury. At the end of the fury, the ch'ing shih loses the fury modifiers and restrictions.
If the base creature possesses a rage or frenzy ability, these are replaced with the same number of daily uses of fury of the grave.
Special Qualities: A ch'ing shih retains all special qualities of the base creature and gains the special qualities described below.
Turn Resistance (Ex): A ch'ing shih has +2 turn resistance.
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Int -4, Cha +4. As an undead creature, a ch'ing shih has no Constitution score.
Environment: Any, usually same as base creature.
Organization: Solitary or gang (2-8).
Challenge Rating: Same as the base creature +1.
Treasure: None.
Alignment: Always chaotic evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +3.
Greater Ch'ing Shih
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Cha +4. As an undead creature, a ch'ing shih has no Constitution score.
Soul Jar: A greater ch'ing shih is created by trapping the portion of its soul aligned with the spirits of goodness within a clay jar, allowing the evil portions of the soul to have full control of the corpse. As a rule, the only way to get rid of a ch'ing shih for sure is to destroy its soul jar. Unless its soul jar is located and destroyed, a greater ch'ing shih reappears 1 day after its apparent death.
The creation of a soul jar requires the Craft Wondrous Item feat. The creator must be able to cast spells and have a caster level of 7th or higher. The soul jar costs 60,000 gp and 2,400 XP to create and has a caster level equal to that of its creator at the time of creation.
A soul jar is Tiny and has 20 hit points, hardness 5, and a break DC of 20. Other objects to store the good soul of a greater ch'ing shih can exist, such as rings, amulets, or similar items.
Sample Ch'ing Shih
Ch'ing shih, 4th-Level Human Barbarian
Medium Undead (Augmented Humanoid)
Hit Dice: 4d12 (26 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +4/+9
Attack: Claw +9 melee (1d4+5) or greataxe +9 melee (1d12+7/x3)
Full Attack: 2 claws +9 melee (1d4+5) or greataxe +9 melee (1d12+7/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon, fury of the grave 2/day
Special Qualities: Darkvision 60 ft., fast movement, illiteracy, trap sense +1, +2 turn resistance, uncanny dodge, undead traits
Saves: Fort +4, Ref +3, Will +1
Abilities: Str 20, Dex 15, Con -, Int 8, Wis 10, Cha 12
Skills: Climb +12, Intimidate +8, Jump +16, Listen +7, Survival +7, Swim +12
Feats: Cleave, Great Cleave, Power Attack
Environment: Any
Organization: Solitary or gang (2-8)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3
Breath Weapon (Su): Once every 1d4 rounds, a ch'ing shih may breath a 10-foot cone of contact poison. Inital damage 1d6 Con, secondary damage 1d6 Con, Fortitude DC 13 negates. The save DC is Charisma-based.
Fury of the Grave (Ex): Twice per day, as a swift action, this ch'ing shih can fly into a berserk fury. During this fury, the ch'ing shih temporarily gains a +8 bonus to Strength, a +2 morale bonus on Will saves, and the unholy toughness ability (which grants the ch'ing shih a bonus to its hit points equal to its Charisma modifier x its Hit Dice, but these hit points go away at the end of the fury. (These extra hit points are not lost first the way temporary hit points are.) While in a fury, a ch'ing shih cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can it cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. It can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fury lasts for a number of rounds equal to 3 + the ch'ing shih's Charisma modifier. A ch'ing shih may prematurely end its fury. At the end of the fury, the ch'ing shih loses the fury modifiers and restrictions.
Originally appeared in Dragon Magazine #198 (1993).
__________________ - Shade Support the Pathfinder RPG. Save the succubus, save the Wheel. "Hairy balls of the Gods!" - Korgoth of Barbaria "I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"
Last edited by Shade; 2nd September 2008 at 08:41 PM..
|
| |
6th August 2008, 04:37 PM
|
#441 (permalink)
| |
has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Dinosaur, Nothosaurus Converting prehistoric animals Dinosaur, Nothosaurus
Large Animal
Hit Dice: 4d8+8 (26 hp)
Initiative: +1
Speed: 20 ft. (4 squares), swim 40 ft.
Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d8+4)
Full Attack: Bite +6 melee (1d8+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Dart, hold breath, low-light vision, scent
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 18, Dex 13, Con 15, Int 2, Wis 13, Cha 7
Skills: Hide -1, Listen +6, Move Silently +11, Spot +6, Swim +13
Feats: Alertness, Stealthy
Environment: Warm aquatic
Organization: Solitary, pair or shoal (3-12)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 5-8 HD (Large) 9-12 HD (Huge)
Level Adjustment: - This horse-sized reptile has smooth skin, long jaws with needle-like teeth, webbed paws and a short fin running along its back and tail.
A nothosaurus is a primitive semi-aquatic reptile related to plesiosaurs.
Nothosaurs live on beaches in tropical and semi-tropical climates, and behave much like seals- spending most of their time sleeping on the shore and going into the water to feed. Despite their bulk (10 feet long and about 500 pounds), they are very graceful in the water, where they hunt small fishes and squid.
COMBAT
Nothosaurs are usually not aggressive to anything larger than a fish, but during mating season the bulls do get territorial and lash out against anything in their way. If provoked, a nothosaurus attacks with its bite and its two front claws.
Dart (Ex): Once per hour, a nothosaurus can swim five times its normal speed (200 feet) when it makes a charge.
Hold Breath (Ex): A nothosaurus can hold its breath for a number of rounds equal to 8 times its Constitution score before it risks drowning.
Improved Grab (Ex): To use this ability, a nothosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Skills: A nothosaurus has a +8 racial bonus on Move Silently checks. A nothosaurus has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Originally appeared in Monster Manual II (1983).
__________________ - Shade Support the Pathfinder RPG. Save the succubus, save the Wheel. "Hairy balls of the Gods!" - Korgoth of Barbaria "I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"
Last edited by Shade; 7th August 2008 at 08:12 PM..
|
| |
6th August 2008, 05:01 PM
|
#442 (permalink)
| |
has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Shadowcrawler Converting "generic setting" second edition monsters Shadowcrawler
Medium Magical Beast
Hit Dice: 7d10+14 (52 hp)
Initiative: +4
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: +7/+9
Attack: Claw +9 melee (1d4+2)
Full Attack: 4 claws +9 melee (1d4+2) and bite +7 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, earth glide, improved grab
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +7, Ref +9, Will +3
Abilities: Str 14, Dex 19, Con 14, Int 12, Wis 13, Cha 11
Skills: Balance +15, Climb +12, Hide +15*, Jump +25, Move Silently +15, Spot +5, Tumble +18
Feats: Acrobatic, Multiattack, Stealthy
Environment: Underground
Organization: Solitary, mated pair, or shadowkitten clutch (2-12 noncombatant young)
Challenge Rating: 5
Treasure: None
Alignment: Usually neutral evil
Advancement: 8-14 HD (Medium), 15-22 HD (Large), 23-30 HD (Huge)
Level Adjustment: - A pair of cat's eyes stare from the shadows, as an ebony-furred creature scuttles along the wall, seeming to combine the traits of a cat and spider. Its head is clearly feline, although its snout is a bit longer, and its tail is that of a black cat. Its eight legs are furry and end in clawed paws, but are segmented in an arachnoid fashion.
Shadowcrawlers are subterranean predators, gaining their name from their near-invisibility in shadows. Cunning and sly, shadowcrawlers are patient hunters, lying in ambush or tracking prey from the shadows for hours before selecting an opportune moment to strike.
Shadowcrawlers hate all other living things, even others of their kind, and thus stake out a solitary existence in a dry subterranean cave. A shadowcrawler lines a small hollow with fur in which to sleep, and spends the rest of its time stalking a large territory around its lair, tolerating no weaker predators in its domain. Shadowcrawlers feed on nearly any creatures, but prefer the blood of mammals. Shadowcrawlers are intelligent enough to avoid stronger predators, and will abandon their territory if a stronger creature moves in.
A male shadowcrawler seeks out a mate every four years, issuing a yowling cry to attract a female. The union is brief, and they quickly return to their own territories. In about three months, the female lays a large egg sac and secures it in a well-hidden place in the shadows. One month later, the eggs hatch, unleashing a clutch of 2-12 shadowkittens. The shadowkittens quickly scatter, and few survive the year it takes to reach maturity.
A shadowcrawler is 5 feet long and 2 feet tall, weighing 100 pounds.
Shadowcrawlers speak Common in a guttural voice.
COMBAT
A shadowcrawler attempts to grab a single opponent with its forelegs, then drag it through the earth on its hindlegs, all the while draining blood with its fangs.
Blood Drain (Ex): A shadowcrawler drains blood from a grabbed opponent, dealing 1d4 points of Constitution damage each round it maintains the hold.
Earth Glide (Ex): A shadowcrawler can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A shadowcrawler can also carry a grappled Medium or smaller creature through earth.
A phase door or move earth spell cast on an area containing a burrowing shadowcrawler kills the shadowcrawler and any creature it carries instantly if they fails a Fortitude save (DC determined as usual by spell level and caster ability modifier).
Improved Grab (Ex): To use this ability, a shadowcrawler must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Wallcrawling (Ex): A shadowcrawler need not make Climb checks to traverse a vertical or horizontal surface (even upside down). It retains its Dexterity bonus to Armor Class while climbing and opponents get no special bonus to their attacks against it.
Skills: Shadowcrawlers have a +4 racial bonus on Balance, Hide, Move Silently, and Spot checks and a +8 racial bonus on Climb and Jump checks. Shadowcrawlers use either their Strength or Dexterity modifier for Climb and Jump checks, whichever is higher.
*A shadowcrawler's racial bonus on Hide checks improves to +8 in areas of shadowy illumination.
Originally appeared in GR2 - Dungeons of Mystery (1992).
__________________ - Shade Support the Pathfinder RPG. Save the succubus, save the Wheel. "Hairy balls of the Gods!" - Korgoth of Barbaria "I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"
Last edited by Shade; 20th August 2008 at 03:42 PM..
|
| |
8th August 2008, 04:56 PM
|
#443 (permalink)
| |
has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Giant, Swamp Special Conversion Thread: Finishing off giants and their kin Giant, Swamp
Huge Giant
Hit Dice: 15d8+105 (172 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 19 (–2 size, +8 natural, +3 green dragonhide armor) touch 8, flat-footed 19
Base Attack/Grapple: +11/+28
Attack: Spear +19 melee (3d6+13/x3) or slam +18 melee (1d6+9) or spear +10 ranged (3d6+9/x3)
Full Attack: Spear +19/+14 melee (3d6+13/x3) or 2 slams +18 melee (1d6+9) or 2 spears +10 ranged (3d6+9/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell-like abilities
Special Qualities: Fast healing 5, low-light vision
Saves: Fort +16, Ref +5, Will +7
Abilities: Str 29, Dex 10, Con 25, Int 8, Wis 14, Cha 14
Skills: Climb +13, Craft (woodworking) +7, Hide -5*, Listen +4, Spot +4, Survival +5 (includes -2 armor check penalty)
Feats: Far Shot, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Weapon Focus (spear)
Environment: Warm forests and marshes (Chislev)
Organization: Solitary, hunting party (2-3) or village (5-11 adults plus 5-11 infants and juveniles plus one 8th- to 12th-level leader and one 1st- to 6th-level shaman)
Challenge Rating: 10
Treasure: Double goods; standard items
Alignment: Often neutral
Advancement: By character class
Level Adjustment: - This humanoid towers over 15 feet tall. Muscular and handsome, it wears armor fashioned from emerald scales of some great creature, and it wields a large spear. Its skin is dark green, and its long, braided hair and short-trimmed facial hair are the color of grass.
Swamp giants are native to the jungle planet Chislev. They are believed to have evolved from the other native giant species, the bosk giants. Swamp giants are smarter than their taller cousins, and have developed a rudimentary civilization.
Swamp giants construct simple treehouses of wood and reeds within massive trees in the jungles of their homeworld. These trees often exceed 100 feet in height with 10- to 20-foot diameter trunks.
Swamp giants live off the land, growing crops or hunting and foraging. They do not keep livestock. Swamp giants prefer the flesh of young green dragons, while the older green dragons consider swamp giants a delicacy. A strong emnity exists between the swamp giants and green dragons, and they've long fought each other with neither side a clear victor.
Among the giants of Chislev, the swamp giants are by far the most cordial to other races. They trade with their bosk giant cousins, and are happy to assist humanoids in locating useful plants. They also can be hired as guides.
A swamp giant stands about 16 feet tall and weighs about 4,000 pounds. Skin coloration ranges from pale olive to green so dark it is nearly black. Their hair is always green, generally worn long and braided, and festooned with ornaments collected from battle. Swamp giants can live to be 160 years old.
A swamp giant's bag usually contains carved wooden objects, such as spoons, bowls, and small art objects.
Swamp giants speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.
Combat
Swamp giants prefer to seek a peaceful solution to conflicts before resorting to violence, except when facing evil dragons, which they attack on sight. In battle, swamp giants attempt to encircle their foes, using their natural camouflage to their advantage. A common hunting tactic is to open with an entangle spell-like ability, then hurl volleys of spear at the trapped prey.
Favored Enemy (Ex): Due to its extensive study of and training in the proper techniques for combating dragons, a swamp giant gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of the dragon type. Likewise, a swamp giant gets a +2 bonus on weapon damage rolls against such creatures. This ability stacks with the ranger's class feature of the same name.
Spell-Like Abilities: 3/day—entangle (DC 13); 1/day—plant growth. Caster level 5th. The save DCs are Charisma-based.
Skills: Swamp giants have a +2 racial bonus on Craft checks involving wooden items, and a +4 racial bonus on Climb checks. *Swamp giants gain a +8 racial bonus on Hide checks made in marsh and jungle environments.
Swamp Giant Society
Swamp giants form small villages led by the strongest and wisest member of the tribe. Many tribes contain a shaman (typically a 1st- to 6th-level druid). The shamans act as advisers to the village leader. Each of the village leaders report to the king of the swamp giants. Sully Gatherer-Clan is the current king, achieving his throne three decades ago after killing an adult green dragon with his bare hands.
Swamp Giant Characters
Most adult swamp giants are rangers. Those that become shamans are generally druids, although a rare few become clerics. A swamp giant cleric has access to two of the following domains: Community, Plant, Strength, and Weather. Swamp Giant Shaman
6th-level druid
Huge Giant
Hit Dice: 15d8+90 plus 6d8+36 (220 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 20 (–2 size, +1 Dex, +8 natural, +3 green dragonhide armor) touch 9, flat-footed 19
Base Attack/Grapple: +15/+34
Attack: Spear +25 melee (3d6+16/x3) or slam +18 melee (1d6+11) or spear +14 ranged (3d6+11/x3)
Full Attack: Spear +25/+20 melee (3d6+16/x3) or 2 slams +24 melee (1d6+11) or 2 spears +14 ranged (3d6+11/x3)
Space/Reach: 15 ft./15 ft.
Special Attacks: Spell-like abilities, spells, wild shape (2/day)
Special Qualities: Animal companion, fast healing 5, low-light vision, nature sense, resist nature's lure, trackless step, wild empathy, woodland stride
Saves: Fort +20, Ref +8, Will +15
Abilities: Str 32, Dex 13, Con 22, Int 10, Wis 20, Cha 14
Skills: Climb +15, Concentration +14, Craft (woodworking) +8, Hide -4*, Knowledge (nature) +8, Listen +7, Spellcraft +8, Spot +7, Survival +8 (+10 in aboveground natural environments)(includes -2 armor check penalty)
Feats: Extend Spell, Far Shot, Natural Spell, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Weapon Focus (spear)
Environment: Warm forests and marshes (Chislev)
Organization: Solitary or village (1 plus 5-11 adult swamp giants plus 5-11 infants and juveniles plus one 8th- to 12th-level swamp giant leader)
Challenge Rating: 16
Treasure: Double goods; standard items
Alignment: Often neutral
Advancement: By character class
Level Adjustment: -
Typical Druid Spells Prepared (Caster level 6th, save DC 15 + spell level)
0 - detect magic (x2), detect poison, know direction, purify food and drink;
1 - longstrider, magic fang, hide from animals, pass without trace, speak with animals;
2nd--barkskin, tree shape, wood shape;
3rd--cure moderate wounds, speak with plants, plant growth. King Sully Gatherer-Clan
10th-level monk
Huge Giant
Hit Dice: 15d8+105 plus 10d8+70 (287 hp)
Initiative: +1
Speed: 60 ft. (12 squares)(unarmored only)
Armor Class: 22 (–2 size, +1 Dex, +8 natural, +3 monk, +2 Wis) touch 14, flat-footed 21
Base Attack/Grapple: +18/+41
Attack: Unarmed strike +32 melee (3d6+16/19-20) or slam +32 melee (1d6+16) or +1 flaming returning javelin +18 ranged (2d6+12 plus 1d6 fire)
Full Attack: Unarmed strike +32/+32 melee (3d6+16/19-20) or flurry of blows +32/+32/+32 melee (3d6+16/19-20) or 2 slams +32 melee (1d6+16) or +1 flaming returning javelin +18 ranged (2d6+12 plus 1d6 fire)
Space/Reach: 15 ft./15 ft.
Special Attacks: Flurry of blows, spell-like abilities
Special Qualities: Fast healing 5, fast movement +30 ft., improved evasion, ki strike (lawful, magic), low-light vision, purity of body, slow fall 40 ft., still mind, wholeness of body
Saves: Fort +23, Ref +13, Will +18
Abilities: Str 32, Dex 13, Con 24, Int 10, Wis 14, Cha 19
Skills: Balance +11, Climb +17, Craft (woodworking) +8, Diplomacy +24, Hide -3*, Jump +25, Listen +12, Sense Motive +22, Spot +12, Survival +5, Tumble +9
Feats: Awesome Blow, Combat Reflexes (B), Deflect Arrows, Epic Prowess, Epic Will, Improved Bull Rush, Improved Critical (unarmed strike), Improved Grapple (B), Improved Trip (B), Improved Unarmed Strike (B), Negotiator, Power Attack, Stunning Fist (11/day, DC 24)
Environment: Warm forests and marshes (Chislev)
Organization: Solitary or village (Sully plus 5-11 adult swamp giants plus 5-11 infants and juveniles one 1st- to 6th-level shaman)
Challenge Rating: 25
Treasure: Double goods; standard items including amulet of mighty fists +5, monk's belt, +1 flaming returning javelin
Alignment: Neutral
Advancement: By character class
Level Adjustment: -
As a child, Sully was taken captive by spelljamming pirates, eventually beings sold into slavery in the Kara-Tur region of Shou Lung. During his four years of slavery, and the ensuing years of travel among some friendly spelljamming Shou Lung adventurers, Sully mastered martial arts. Upon returning to his homeworld, he killed an adult green dragon with his bare hands. This feat of martial prowess earned him the mantle of king.
Since becoming king of the swamp giants, Sully has trained other members of his clan in the fighting techniques of the Shou Lung. He wages an endless war against the increasingly aggressive green dragons of Chislev.
Sully is welcoming to non-evil visitors of other races (including spelljamming visitors from other worlds). He often negotiates trade agreements with other races.
Originally appeared in SJR7 - Krynnspace (1993).
__________________ - Shade Support the Pathfinder RPG. Save the succubus, save the Wheel. "Hairy balls of the Gods!" - Korgoth of Barbaria "I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"
Last edited by Shade; 11th September 2008 at 07:53 PM..
|
| |
18th August 2008, 03:55 PM
|
#444 (permalink)
| |
has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Dinosaur, Shonisaurus Converting prehistoric animals Dinosaur, Shonisaurus
Colossal Animal
Hit Dice: 18d8+144 (225 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 13 (-8 size, +2 Dex, +9 natural), touch 10, flat-footed 12
Base Attack/Grapple: +13/+44
Attack: Bite +21 melee (5d8+22)
Full Attack: Bite +21 melee (5d8+22)
Space/Reach: 30 ft./20 ft.
Special Attacks: Vortex maw
Special Qualities: Hold breath, low-light vision, scent
Saves: Fort +21, Ref +13, Will +8
Abilities: Str 40, Dex 15, Con 26, Int 2, Wis 14, Cha 9
Skills: Listen +14, Spot +15, Swim +23
Feats: Alertness, Dodge, Great Fortitude, Mobility, Power Attack, Spring Attack, Weapon Focus (bite)
Environment: Warm aquatic
Organization: Solitary, pair or school (3-12)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: 19-36 HD (Colossal)
Level Adjustment: - This massive creature vaguely resembles a cross between a fish and a dolphin. It has long, paddle-like flippers extending from a whale-like body. Its jaws are long and pointed, with large teeth only near the front.
A shonisaurus is the largest of the icthyosaurs, fast marine predators fully adapted to life in the water.
A shonisaurus is 50 feet long.
COMBAT
A shonisaurus attacks large prey with hit-and-run tactics. Against smaller prey, it simply uses its vortex maw to draw its victims to its massive maw.
Hold Breath (Ex): A shonisaurus can hold its breath for a number of rounds equal to 6 times its Constitution score before it risks drowning. For a typical shonisaurus, this is 120 rounds, or 12 minutes.
Vortex Maw (Ex): A shonisaurus can open its mouth so quickly that it creates a powerful suction. All creatures within a 40-foot cone must make Strength checks opposed by the shonisaurus's Strength check (+31 for a standard shonisaurus), with the same modifiers as a bull rush. If the shonisaurus beats a creature's Strength check result, it pulls the victim 5 feet closer to its jaws. For each 5 points by which its check result is greater than a victim's check result, the shonisaurus pulls the victim an additional 5 feet closer. The victim provokes attacks of opportunity if it is moved.
Skills: A shonisaurus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Originally appeared in Dragon Magazine #187 (1992).
__________________ - Shade Support the Pathfinder RPG. Save the succubus, save the Wheel. "Hairy balls of the Gods!" - Korgoth of Barbaria "I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"
Last edited by Shade; 20th August 2008 at 02:28 PM..
|
| |
18th August 2008, 07:49 PM
|
#445 (permalink)
| |
has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| A'azzatz Converting monsters from Imagine Magazine Demon, A'azzatz
Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: 12d8+96 (150 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
Base Attack/Grapple: +12/+24
Attack: Claw +19 melee (1d6+8 plus strength drain)
Full Attack: 2 claws +19 melee (1d6+8 plus strength drain) and bite +17 melee (1d12+4/19-20 plus soul bite)
Space/Reach: 10 ft./10 ft.
Special Attacks: Slow, soul bite, strength drain
Special Qualities: Damage reduction 15/cold iron, darkvision 60 ft., negative energy affinity
Saves: Fort +16, Ref +11, Will +10
Abilities: Str 26, Dex 17, Con 26, Int 12, Wis 15, Cha 13
Skills: Balance +5, Bluff +16, Climb +23, Diplomacy +3, Disguise +1 (+3 acting), Hide +14, Intimidate +18, Jump +33, Knowledge (the planes) +16, Listen +17, Spot +17, Survival +2 (+4 on other planes), Tumble +20
Feats: Ability Focus (soul bite), Cleave, Improved Critical (bite), Multiattack, Power Attack
Environment: Infinite Layers of the Abyss
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always chaotic evil
Advancement: None
Level Adjustment: - A black, nearly indiscernible humanoid crackles with dark energy. Black pits mark its eyes and mouth, and an alien symbol of utter chaos is drawn upon its brow.
A'azzatz is an ancient demon from an unknown region of the Abyss. He has ties to negative energy, and is able to sap the strenght from the living.
A'azzatz is currently confined aboard the Iron Galleon, a plane-hopping vessel. He is impaled upon the aft mast, bound with cold iron chains, and trapped within a pentacle. In his current predicament, he is nearly insensate, his sole pleasure derived from the consumption of the strength of any living creatures that come within reach.
A'azzatz stands 10 feet tall and weighs 800 pounds.
A'azzatz speaks Abyssal, Celestial, and Draconic.
COMBAT
A'azzatz is a cruel brute, biting and clawing any living creatures that come near.
Negative Energy Affinity (Ex): A'azzatz is affected by cure spells and inflict spells as if it were an undead creature.
Slow (Su): Any creature drained of at least 1 point of Strength by A'azzatz must succeed on a DC 24 Fortitude save or be slowed (as the spell) for 1 minute (or until the drained Strength is restored, if before the minute is up). The save DC is Constitution-based.
Soul Bite (Su): Any creature bitten by A'azzatz takes 1d8+1 points of negative energy damage (Fortitude DC 26 half). The save DC is Constitution-based.
Strength Drain (Su): A'azzatz's touch deals 1 point of Strength drain to a living foe. A creature reduced to Strength 0 by A'azzatz dies. This is a negative energy effect. For each point of Strength drained, A'azzatz gains 10 temporary hit points.
Originally appeared in Imagine Magazine #22 (1985).
__________________ - Shade Support the Pathfinder RPG. Save the succubus, save the Wheel. "Hairy balls of the Gods!" - Korgoth of Barbaria "I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"
Last edited by Shade; 8th September 2008 at 05:54 PM..
|
| |
19th August 2008, 05:20 PM
|
#446 (permalink)
| |
has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Segarran, Lesser Special Conversion Thread: Finishing off giants and their kin Segarran, Lesser
Medium Monstrous Humanoid (Reptilian)
Hit Dice: 5d8+25 (27 hp)
Initiative: +0
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 19 (+9 natural), touch 10, flat-footed 19
Base Attack/Grapple: +5/+9
Attack: Glaive +9 melee (1d10+4/x3) or bite +9 melee (2d8+4)
Full Attack: Glaive +9 melee (1d10+4/x3) and bite +4 melee (2d8+2)
Space/Reach: 5 ft./5 ft. (10 ft. w/glaive)
Special Attacks: -
Special Qualities: Darkvision 60 ft., hold breath, spell resistance 6
Saves: Fort +6, Ref +4, Will +5
Abilities: Str 18, Dex 11, Con 21, Int 10, Wis 12, Cha 11
Skills: Listen +7, Spot +7, Swim +16
Feats: Cleave, Power Attack
Environment: Any
Organization: Solitary or cadre (2-20)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +3 This stocky, muscular humanoid possesses a head and tail of a crocodile. It wields a wicked glaive.
Segarrans are servants of the ancient, evil goddess Ragarra, queen of the jungle, typhoons, and revenge. They are formed from either humanoid followers who undergo a divine transformation, or from infant crocodiles by priestesses of Ragarra.
At the height of Ragarra's power, lesser segarrans could assume human form and freely interlope among humanoids. As open worship of Ragarra is no longer commonplace, her power has waned, and the lesser segarans have lost their ability to take human form.
Lesser segarrans are most often found as defenders of Ragarra's few remaining shrines. They occasionally mingle within humanoid society, but only outdoors at night, where they can disguise their monstrous features.
Voracious carnivores, lesser segarrans hunt animals and devour the remains of their enemies.
A lesser segarran stands 6 feet tall and weighs 200 pounds.
Lesser segarrans speak Common and Midani.
Combat
Lesser segarrans take advantage of the reach of their halberds while biting at adjacent foes.
Hold Breath (Ex): A lesser segarran can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Magic Form (Ex): Lesser segarrans are magical creatures, created from humans or baby crocodiles by a ritual carried out by clerics of Ragarra of at least 7th level. A true seeing spell reveals a lesser segarran's original form, and lesser segarrans return to their original form on death. In addition, a break enchantment spell will return a lesser segarran to its original form if the caster succeeds on a DC 22 caster level check.
Skills: A lesser segarran has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Greater Segarrans
Ragarra's most favored priestesses may undergo a path that brings about a powerful transformation. By sacrficing some of her spellcasting and swearing an oath to perform some difficult and dangerous service for her deity, a priestess may gain increased physical prowess and a powerful reptilian form. After undergoing this transformation, the priestess is known as a greater segarran.
The natural form of a greater segarran shows no outward signs of transformation. However, she does gain a strong craving for raw meat. Greater segarrans are expected to eat the flesh of vanquished foes in tribute to their goddess.
A greater segarran who fails Ragarra faces a painful demise and an eternity of undeath.
HIT DIE: d8.
REQUIREMENTS:
To qualify to become a greater segarran, a character must fulfill all the following criteria.
Type: Humanoid
Gender: Female
Wisdom: 17
Patron Deity: Ragarra
Spells: Able to cast 6th-level or higher divine spells.
Special: Must swear to undertake a difficult quest or perform a dangerous service for Ragarra.
CLASS SKILLS:
The greater segarran's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history)(Int), Knowledge (religion)(Int), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str).
Skill Points at Each Level: 2 + Int modifier. Code:
Lvl BAB Fort Ref Will Special Spells per Day
1st +0 +2 +0 +2 +4 Strength, reptilian form -
2nd +1 +3 +0 +3 Spell resistance +1 level of existing divine spellcasting class
3rd +2 +3 +1 +3 +4 Strength, trip -
4th +3 +4 +1 +4 -- +1 level of existing divine spellcasting class
5th +3 +4 +1 +4 +4 Strength, wings +1 level of existing divine spellcasting class
CLASS FEATURES:
All of the following are class features of the greater segarran prestige class.
Weapon and Armor Proficiency: Greater segarrans are proficient with all simple weapons and Ragarra's favored weapon, the glaive. They are also proficient with all natural attacks of their reptilian form (see below). Greater segarrans are proficient with no form of armor or shield.
A greater segarran who wears armor or carries a shield is unable to cast divine spells or use any of its supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells per Day/Spells Known: A greater segarran continues training in divine spellcasting as well as learning. At each level gained in the greater segarran class except for 1st and 3rd, she gains new spells per day (and spells known, if applicable) as if she had also gained a level in a divine spellcasting class she belonged to before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained. If she had more than one divine spellcasting class before becoming a greater segarran, she must decide to which class to add each level for the purpose of determining spells per day and spells known.
Strength Bonus: At 1st level, a greater segarran's Strength score increases by 4. At 3rd and 5th levels, it increases by an additional 4 points.
Subtypes: At 1st level, a greater segarran gains the reptilian and shapechanger subtypes.
Reptilian Form (Su): At 1st level, a greater segarran may assume the form of a humanoid/reptilian hybrid. While in this form, the segarran increases by one size category, gains a +2 natural armor bonus, and gains a bite and tail slap attack. The bite attack is a primary natural weapon that deals 3d6 + segarran's Str modifier points of damage, and a tail slap attack that deals 2d10 + 1-1/2 times the segarran's Str modifier points of damage.
In reptilian form, the segarran gains a swim speed of 30 feet. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Spell Resistance (Ex): Beginning at 2nd level, a greater segarran gains spell resistance equal to its total Hit Dice + 5.
Trip (Ex): At 3rd-level, when assuming reptilian form, a greater segarran that hits with a tail slap attack can attempt to trip its opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the greater segarran.
Wings (Ex): At 5th level, when assuming reptilian form, a greater segarran grows two batlike wings. This grants it a fly speed of 50 feet (poor maneuverability). Additionally, the segarran gains two wing buffet attacks as secondary natural weapons that deal 1d4 + 1/2 Strength modifier points of damage.
Originally appeared in Ruined Kingdoms (1994).
__________________ - Shade Support the Pathfinder RPG. Save the succubus, save the Wheel. "Hairy balls of the Gods!" - Korgoth of Barbaria "I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"
Last edited by Shade; 7th January 2009 at 03:52 PM..
|
| |
19th August 2008, 09:26 PM
|
#447 (permalink)
| |
has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Living Muck Converting Monsters from D&D Official Video Games Living Muck
Large Ooze
Hit Dice: 11d10+88 (148 hp)
Initiative: –5
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 4 (–1 size, –5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +9/+23
Attack: Slam +18 melee (2d4+15 plus 3d8 acid)
Full Attack: Slam +18 melee (2d4+15 plus 3d8 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid, constrict 2d6+4 plus 3d8 acid, improved grab, paralysis
Special Qualities: Immunity to acid, electricity, and poison, lifesense 90 ft., resistance to fire 10, split, ooze traits
Saves: Fort +11, Ref –2, Will –2
Abilities: Str 30, Dex 1, Con 26, Int —, Wis 1, Cha 1
Skills: Climb +18
Feats: —
Environment: Underground
Organization: Solitary or mess (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 12–15 HD (Huge); 16–30 HD (Gargantuan)
Level Adjustment: — The pile of muck in the corner begins to slide towards you.
Living muck is a subterranean ooze reportedly created by the same Dark God that created ogre slugs. Like most oozes, it simply moves along until it senses living creatures or plants upon which to feed.
The typical living muck measures 8 feet across and 2 feet thick. It weighs about 1,500 pounds.
COMBAT
A living muck attacks by grabbing and squeezing prey, and possesses a potent acid and paralytic enzymes.
Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 23 Reflex saves. A metal or wooden weapon that strikes a living muck also dissolves immediately unless it succeeds on a DC 23 Reflex save. The save DCs are Constitution-based.
The living muck's acidic touch deals 23 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Constrict (Ex): A living muck deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.
Improved Grab (Ex): To use this ability, a living muck must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Lifesense (Su): A living muck notices and locates living creatures within 90 feet, just as if it possessed the blindsight ability.
Paralysis (Ex): A living muck secretes an anesthetizing slime. A target hit by a living muck's slam attack must succeed on a DC 23 Fortitude save or be paralyzed for 3d6 rounds. The save DC is Constitution-based.
Split (Ex): Slashing and piercing weapons deal no damage to a living muck. Instead the creature splits into two identical living mucks, each with half of the original’s Hit Dice and current hit points (round down). A living muck with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Skills: A living muck has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Originally appeared in Eye of the Beholder III: Assault on Myth Drannor PC game rule book (1993).
__________________ - Shade Support the Pathfinder RPG. Save the succubus, save the Wheel. "Hairy balls of the Gods!" - Korgoth of Barbaria "I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"
Last edited by Shade; 22nd August 2008 at 09:20 PM..
|
| |
19th August 2008, 09:40 PM
|
#448 (permalink)
| |
has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Living Muck Converting Monsters from D&D Official Video Games Living Muck
Large Ooze
Hit Dice: 11d10+88 (148 hp)
Initiative: –5
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 4 (–1 size, –5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +9/+23
Attack: Slam +18 melee (2d4+15 plus 3d8 acid plus paralysis)
Full Attack: Slam +18 melee (2d4+15 plus 3d8 acid plus paralysis)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid, constrict 2d6+4 plus 3d8 acid, improved grab, paralysis
Special Qualities: Immunity to acid, electricity, and poison, lifesense 60 ft., resistance to fire 10, split, ooze traits
Saves: Fort +11, Ref –2, Will –2
Abilities: Str 30, Dex 1, Con 26, Int —, Wis 1, Cha 1
Skills: Climb +18
Feats: —
Environment: Underground
Organization: Solitary or mess (2-4)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 12–15 HD (Huge); 16–30 HD (Gargantuan)
Level Adjustment: — The pile of muck in the corner begins to slide towards you.
Living mucks are voracious, predatory oozes found mostly in subterranean locales. They are rumored to have been creatd by the same Dark God that created the ogre slugs.
Although they prefer to eat live flesh or plant matter, living mucks will scavenge between hunts, devouring carrion, compost, and offal. Living mucks reproduce through fission. They can be found in nearly any climate.
The typical living muck measures 8 feet across and 2 feet thick. It weighs about 1,500 pounds.
COMBAT
A living muck attacks any living creature or plant it senses.
Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 23 Reflex saves. A metal or wooden weapon that strikes a living muck also dissolves immediately unless it succeeds on a DC 23 Reflex save. The save DCs are Constitution-based.
The living muck's acidic touch deals 23 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Constrict (Ex): A living muck deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.
Improved Grab (Ex): To use this ability, a living muck must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Lifesense (Su): Unlike most oozes, a living muck lacks blindsight. Instead, a living muck notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
Paralysis (Ex): A living muck secretes an anesthetizing slime. A target hit by a living muck's slam attack must succeed on a DC 23 Fortitude save or be paralyzed for 3d6 rounds. The save DC is Constitution-based.
Split (Ex): Slashing and piercing weapons deal no damage to a living muck. Instead the creature splits into two identical living mucks, each with half of the original’s Hit Dice and half of the original’s current hit points (round down). A living muck with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Skills: A living muck has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Originally appeared in Eye of the Beholder III: Assault on Myth Drannor PC game rule book (1993).
__________________ - Shade Support the Pathfinder RPG. Save the succubus, save the Wheel. "Hairy balls of the Gods!" - Korgoth of Barbaria "I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"
Last edited by Shade; 24th September 2008 at 04:25 PM..
|
| |
2nd September 2008, 08:18 PM
|
#449 (permalink)
| |
has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Imorph Converting Monsters from D&D Official Video Games - Page 15 - EN World D&D / RPG News Imorph
Medium Aberration (Shapechanger)
Hit Dice: 5d8 (22 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 15 (+5 natural) touch 10, flat-footed 15
Base Attack/Grapple: +3/+3
Attack: Tentacle +3 melee (1d4)
Full Attack: Two tentacles +3 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Imorphism
Special Qualities: Darkvision 60 ft., imorphism
Saves: Fort +1, Ref +1, Will +4
Abilities: Str 11, Dex 10, Con 11, Int 2, Wis 12, Cha 2
Skills: Climb +8, Disguise -4*, Listen +3, Spot +11
Feats: Alertness, Improved Initiative
Environment: Temperate and warm forests, hills or badlands and underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: - A grey-green, cylindrical creature ambles forth on a series of suction cups along its underbelly and at the end of its snail-like tail. A pair of tentacles, each nearly five feet long, flail about from its top. The entirety of the creature is rubbery and lumby, the color of bilious human flesh. As you watch, its mass begins to change its form, its arms slightly resembling your own weaponry.
An imorph is a bizarre aberration found in the wilderness and underground. Unless bothered, it is generally harmless, spending its time foraging for leaves, stems, soft bark, fruit, algae, and small insects. Although no smarter than most animals, its ability to emulate other creatures can afford it instinctual advantages when fighting for its survival.
An imorph has a strange form of locomotion, ambling along via a series of suction cups that line its underbelly and the tip of its tail.
A typical imorph is 4 feet tall and 2 feet in diameter. It weighs around 200 pounds.
Combat
An imorph normally only attacks in retaliation, lashing out with its tentacles as its imorphism slowly changes its shape to that of its attacker.
Imorphism (Su): When engaged in melee an imorph begins to emulate its opponent, altering both its appearance and some of its combat abilities. If faced with more than one attacker, the imorph will select one at random to emulate. An imorph can emulate any living creature that is within one size category of its own. An imorph cannot emulate constructs, elementals, undead, or creatures with the swarm subtype.
At the end of each round, the imorph gains a +3 racial bonus (or a -3 racial penalty) on attack rolls, grapple checks, and armor class, and a +1 racial bonus (or a -1 racial penalty) on saving throws, not to exceed the emulated creature's scores. At the same time, the imorph gradually changes its appearance to match its opponent. Once the imorphs AC, primary attack modifier, grapple modifier, and saving throws equal those of the emulated creature, the imorph completes the transformation. It gains the emulated creature's size, reach, and speed (and all non-magical forms of movement). The hit points and other attributes of the imorph remain unchanged.
An imorph retains its own natural attacks; they simply appear as the weapons of its emulated opponent. It deals standard damage for its two tentacles, even though one tentacle may look like an arm wielding a sword and the other an arm holding a shield. The imorph can gain reach with its tentacle attacks if it completely emulates a creature of sufficient size, or one wielding a reach weapon.
If the emulated foe dies during melee, or retreats, the imorph immediately begins to emulate another opponent. When the melee is over, or when the imorph is reduced to one-third or less of its maximum normal hit point total, it begins to revert to its original form. This reverses the process, removing 3 points of racial bonus or penalty to AC, attack rolls, and grapple checks, and 1 point of racial bonus or penalty to saving throws each round until all scores have returned to normal.
Note that an imorph may receive both bonuses and penalties in a given round. For example, if its attack modifier is already greater than the creature it is emulating, but its AC is lower, it would receive a racial bonus on AC and a penalty on attack rolls until both equal its emulated opponent.
If the opponent has its attributes changed by any means, such as shapechanging or an enhancement spell, the imorph will begin to emulate the modified attributes instead of the opponent's previous attributes. If the imorph has already achieved complete emulation, it retains any current changes to size, reach and movement forms until it completely matches its opponent's new form.
Skills: An imorph has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
*When using imorphism to completely emulate an opponent, an imorph gains a +10 circumstance bonus on Disguise checks.
Originally appeared in Fiend Folio (1981).
__________________ - Shade Support the Pathfinder RPG. Save the succubus, save the Wheel. "Hairy balls of the Gods!" - Korgoth of Barbaria "I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"
Last edited by Shade; 17th September 2008 at 07:05 PM..
|
| |
2nd September 2008, 09:46 PM
|
#450 (permalink)
| |
has status as a spell-like ability (CL 10th)
Monster Junkie
Join Date: Jan 2002 Location: The Great Wheel
Posts: 20,708
| Pythosaurus Converting prehistoric animals Pythosaurus
Colossal Magical Beast (Aquatic)
Hit Dice: 18d10 +180 (279 hp)
Initiative: +2
Speed: Swim 80 ft. (16 squares)
Armor Class: 16 (-8 size, +2 Dex, +14 natural), touch 4, flat-footed 14
Base Attack/Grapple: +18/+50
Attack: Bite +26 melee (5d6+24/19-20)
Full Attack: Bite +26 melee (5d6+24/19-20)
Space/Reach: 40 ft./40 ft. (70 ft. w/bite)
Special Attacks: Improved grab, paralysis glare, swallow whole
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +21, Ref +13, Will +9
Abilities: Str 42, Dex 14, Con 30, Int 2, Wis 13, Cha 17
Skills: Listen +11, Spot +11, Swim +30
Feats: Ability Focus (paralysis glare), Awesome Blow, Improved Bull Rush, Improved Critical (bite), Iron Will, Power Attack, Snatch
Environment: Temperate or cold aquatic
Organization: Solitary or pod (2-12)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 19-50 HD (Colossal)
Level Adjustment: - This massive reptile is longer than two boats. Its neck is long and serpentine, and its head is somewhat draconic. Four flippers, each the size of a small boat, propel it through the water. A ridge of plates runs down its neck and back, and its body terminates in a long tail.
A pythosaurus is a cold-loving aquatic reptile that resembles a dinosaur. Pythosaurs are gregarious towards others of their kind, and over a dozen such creatures have been known to take up residence within a single lake.
A pythosaurus is 120 feet long with a 70-foot neck.
COMBAT
A pythosaurus generally attempts to simply bite and swallow smaller prey, particular those who have succumbed to its paralysis gaze.
Improved Grab (Ex): To use this ability, a pythosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Paralysis Glare (Su): This is similar to a gaze attack, except that the pythosaurus must take a standard action, and those merely looking at it are not affected. Paralyzed for 2 minutes, range 60 feet; Fortitude DC 24 negates. The save DC is Charisma-based.
Swallow Whole (Ex): A pythosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check.
The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the pythosaurus's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed creature must cut its own way out.
A pythosaurus's gizzard can hold 2 Huge, 8 Large, 32 Medium, or 128 Small or smaller opponents.
Skills: A pythosaurus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
In the Realms
Lake Esmel near Amn is famous for its resident monster, known as "Esmelda". Esmelda is actually a group of pythosaurs that live within the depths of the lake.
Originally appeared in Lands of Intrigue (1997).
__________________ - Shade Support the Pathfinder RPG. Save the succubus, save the Wheel. "Hairy balls of the Gods!" - Korgoth of Barbaria "I won't kill you, but I don't have to save you." - Batman, Batman Begins "You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight "Yeah, I can fly." - Tony Stark, Iron Man Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."
Rise Against - "The Good Left Undone"
Last edited by Shade; 4th September 2008 at 05:18 PM..
|
| | | Thread Tools | | | | Display Modes | Linear Mode |
Posting Rules
| You may not post new threads You may not post replies You may not post attachments You may not edit your posts HTML code is Off | | | | | | | | | | Gamers Online Now: 1,062 | Subscribe! | | | Visit Our Sponsors | | | | |